diff options
author | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-28 14:14:05 +0000 |
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committer | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-28 14:14:05 +0000 |
commit | 244eb4cf248f642c4ab572af923c4b902ebc7ebf (patch) | |
tree | dfcf6ce1dc13d6012bee0cef7708b45563986539 /hlsl/deconverge.fx | |
parent | 75f1480ae9499ba59f9f1ac9d2bbdf77230591f8 (diff) |
No whatnsew: Really, really, really fixed the remaining pixel alignment and UV clamping issues. Tested Gradius, Pac-Man, Mr. Do, and Stompin' with no observed issues. Gradius, in particular, is a good test case as the bottom row of its "Credits" readout lies on the bottom row of pixels, and the scrolling starfield allows visual verification of the X extents as they scroll on and off.
Diffstat (limited to 'hlsl/deconverge.fx')
-rw-r--r-- | hlsl/deconverge.fx | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/hlsl/deconverge.fx b/hlsl/deconverge.fx index e2e72eb3700..a65f06bbe92 100644 --- a/hlsl/deconverge.fx +++ b/hlsl/deconverge.fx @@ -128,18 +128,18 @@ float4 ps_main(PS_INPUT Input) : COLOR float GrnTexel = tex2D(DiffuseSampler, lerp(TexCoord, GrnCoord, Deconverge) / RawDims + 0.5f / RawDims).g; float BluTexel = tex2D(DiffuseSampler, lerp(TexCoord, BluCoord, Deconverge) / RawDims + 0.5f / RawDims).b; - //RedTexel *= Input.RedCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f; - //RedTexel *= Input.RedCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f; - //RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f; - //RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f; - //GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f; - //BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f; + //RedTexel *= Input.RedCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; + //RedTexel *= Input.RedCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; + //RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; + //RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; return float4(RedTexel, GrnTexel, BluTexel, Alpha); } |